2011 Interviews
Interview with Adrian Paul
Adrian Paul is a versatile television and film actor best-known for his starring role on the hit series HIGHLANDER. I had a chance to sit down with Adrian to discuss how technology affects creativity.
Q: There can be only one - iPhone, BlackBerry or Droid?
A: iPhone. I use Twitter a huge amount. I like WiFi photo for transferring images from my phone to my computer. I also like RunKeeper, which is an app for training, my brother showed it to me out of England. I haven't used it as much lately since I had a daughter last year and it's kept me out of training as much.
Q: How do you find that technology in general has changed and how does it make your life easier?
A: It's changed immensely, it's really only been the last five, ten years that the technology has increased incredibly in our field. It's made it harder and easier in different ways, because for instance, if you're doing 3D, if you're a stunt guy it's almost impossible to sell 3D stunts because you see the miss. Whereas, as an actor when you're dealing with HD you're dealing with every line, every blemish that you've got on your face, depending on the type of lens that you actually use and that actually causes you more problems. However, as a director or a producer it's not as costly or as time-consuming to deal with. It's dependent on what your delivery medium is, whether it's for film or for TV.
Q: As a classically trained actor how does technology affect your performances?
A: I think that you have to imagine your world, as an actor you need to react off of someone else but with a green screen you have to have a great imagination. That's what you have to change as an actor when you're dealing with a green screen. People that train today don't have that problem as much because they're already involved with green screen, they know the technology but coming from before and changing into that took a little bit of adjusting. I did a film called EYEBORGS about a year and a half ago and the actual thing I was fighting wasn't on-screen. They showed me what it was, I choreographed it and then we discussed it, I did the movements and then they added the thing in afterwards - you have to have a really good imagination to actually do it.
Interview with the co-developers of the COWBOYS & ALIENS video game at Comic-Con:
Erik Whiteford and Greg Easley of Freeplay Labs
July 23, 2011
Q: In creating your game did you work more with the graphic novel or with the film?
A: We worked more with the graphic novel. We didn't work directly with the screenwriters on this project since we had so much material in the graphic novel. We used that material to put together a storyline that plays into the graphic novel universe. We also consulted with Scott Rosenberg, the original creator of the COWBOYS & ALIENS franchise, it was his brainchild.
Q: A video game on a mobile screen is a very different medium from a graphic novel or a film, are there some parts of the universe that you focused on?
A: We created a version of the town, we thought that was a good way to center the action. It's sort of a helicopters-eye view of the town itself and you're looking down from the top from an isometric viewpoint. You get to run anywhere you want in the town, it's enough real estate where you can run around and feel like there's plenty of space but it's not so big that you would get lost or overwhelmed.
In terms of the action, we came up with a gameplay setup that allowed for a maximum amount of action for a certain size of screen so it isn't your DOOM first-person perspective, it's a third-person perspective and you get a lot of opportunities to not only explore the town but you get to see the aliens coming. In terms of action, I would warrant that in our game, there are more bullets being fired than in the entire COWBOYS & ALIENS movie. It's a fast-paced action game and so going down to the smaller screen you're not going to sacrifice any of the feeling of action and adrenaline, it's quite a frantic experience sometimes and you've got to be adroit with your thumbs to make sure you take care of the missions and fend off the aliens. It's dual-stick shooter meets tower defense.
Q: The mobile medium allows for many interactive elements, can you tell us about some of those?
A: The experience can be extended beyond just the linear nature of the film or the book, that's one of the nice things about the interactive space right now, you're not limited to the story as it is. We have plans to come out with new stories, new missions, new challenges as things move forward. We're also going to work on scenarios where you can interact with your friends via Facebook. Wave Two of it will be to incorporate more social media aspects and turn it into an evergreen game experience where you're trying to get better and better and you're comparing yourself against your peer group and the universe in general.
It's a very different ecosystem when you're making a game for the app world, you're really out there taking feedback on an almost hourly basis from the community. We plan to do constant upgrades throughout, we have plans to do two expansion packs. One will be midway between the movie release and the DVD release and the other with the DVD release. Those will be full feature packs, not just a new feature or two, it'll be a new version of the game that you'll be able to download and will include multiplayer mode.
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